A large chunk of documentation goodness from Campbell Barton (ideasman). Thanks! Note that any mispellings, errors, or inconsistencies are due to my ham-fisted editing.
301 lines
10 KiB
Python
301 lines
10 KiB
Python
# Blender.Scene module and the Scene PyType object
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"""
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The Blender.Scene submodule.
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B{New}:
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- L{Scene.clearScriptLinks<Scene.Scene.clearScriptLinks>} accepts a parameter now.
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- acess methods L{Scene.getLayers<Scene.Scene.getLayers>}, L{Scene.setLayers<Scene.Scene.setLayers>} via lists to complement the layers and
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Layers Scene attributes which use bitmasks.
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- L{Scene.getActiveObject<Scene.Scene.getActiveObject>} method.
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Scene
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=====
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This module provides access to B{Scenes} in Blender.
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Example::
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import Blender
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from Blender import Scene, Object, Camera
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#
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camdata = Camera.New('ortho') # create new camera data
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camdata.setName('newCam')
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camdata.setLens(16.0)
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scene = Scene.New('NewScene') # create a new scene
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camobj = Object.New('Camera') # create a new camera object
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camobj.link(camdata) # (*) link data to object first
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scene.link(camobj) # and then link object to scene
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scene.makeCurrent() # make this the current scene
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@warn: as done in the example (*), it's recommended to first link object data to
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objects and only after that link objects to scene. This is because if
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there is no object data linked to an object ob, scene.link(ob) will
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automatically create the missing data. This is OK on its own, but I{if
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after that} this object is linked to obdata, the automatically created one
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will be discarded -- as expected -- but will stay in Blender's memory
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space until the program is exited, since Blender doesn't really get rid of
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most kinds of data. So first linking ObData to object, then object to
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scene is a tiny tiny bit faster than the other way around and also saves
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some realtime memory (if many objects are created from scripts, the
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savings become important).
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"""
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def New (name = 'Scene'):
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"""
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Create a new Scene in Blender.
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@type name: string
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@param name: The Scene name.
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@rtype: Blender Scene
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@return: The created Scene.
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"""
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def Get (name = None):
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"""
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Get the Scene(s) from Blender.
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@type name: string
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@param name: The name of a Scene.
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@rtype: Blender Scene or a list of Blender Scenes
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@return: It depends on the I{name} parameter:
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- (name): The Scene with the given I{name};
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- (): A list with all Scenes currently in Blender.
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"""
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def GetCurrent():
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"""
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Get the currently active Scene in Blender.
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@rtype: Blender Scene
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@return: The currently active Scene.
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"""
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def Unlink(scene):
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"""
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Unlink (delete) a Scene from Blender.
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@type scene: Blender Scene
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@param scene: The Scene to be unlinked.
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"""
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class Scene:
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"""
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The Scene object
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================
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This object gives access to Scene data in Blender.
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@type name: string
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@ivar name: The Scene name.
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@type Layers: integer (bitmask)
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@ivar Layers: The Scene layers (check also the easier to use
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L{layers}). This value is a bitmask with at least
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one position set for the 20 possible layers starting from the low order
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bit. The easiest way to deal with these values in in hexadecimal
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notation.
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Example::
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scene.Layers = 0x04 # sets layer 3 ( bit pattern 0100 )
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scene.Layers |= 0x01
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print scene.Layers # will print: 5 ( meaning bit pattern 0101)
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After setting the Layers value, the interface (at least the 3d View and
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the Buttons window) needs to be redrawn to show the changes.
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@type layers: list of integers
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@ivar layers: The Scene layers (check also L{Layers}).
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This attribute accepts and returns a list of integer values in the
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range [1, 20].
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Example::
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scene.layers = [3] # set layer 3
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scene.layers = scene.layers.append(1)
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print scene.layers # will print: [1, 3]
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"""
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def getName():
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"""
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Get the name of this Scene.
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@rtype: string
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"""
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def setName(name):
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"""
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Set the name of this Scene.
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@type name: string
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@param name: The new name.
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"""
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def getLayers():
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"""
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Get the layers set for this Scene.
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@rtype: list of integers
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@return: a list where each number means the layer with that number is
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set.
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"""
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def setLayers(layers):
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"""
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Set the visible layers for this scene.
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@type layers: list of integers
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@param layers: a list of integers in the range [1, 20], where each available
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index makes the layer with that number visible.
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@note: if this Scene is the current one, the 3D View layers are also
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updated, but the screen needs to be redrawn (at least 3D Views and
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Buttons windows) for the changes to be seen.
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"""
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def copy(duplicate_objects = 1):
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"""
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Make a copy of this Scene.
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@type duplicate_objects: int
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@param duplicate_objects: Defines how the Scene children are duplicated:
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- 0: Link Objects;
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- 1: Link Object Data;
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- 2: Full copy.
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@rtype: Scene
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@return: The copied Blender Scene.
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"""
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def makeCurrent():
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"""
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Make this Scene the currently active one in Blender.
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"""
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def update(full = 0):
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"""
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Update this Scene in Blender.
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@type full: int
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@param full: A bool to control the level of updating:
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- 0: sort the base list of objects.
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- 1: sort and also regroup, do ipos, keys, script links, etc.
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@warn: When in doubt, try with I{full = 0} first, since it is faster.
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The "full" update is a recent addition to this method.
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"""
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def getRenderingContext():
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"""
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Get the rendering context for this scene, see L{Render}.
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@rtype: RenderData
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@return: the render data object for this scene.
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"""
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def getRadiosityContext():
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"""
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Get the radiosity context for this scene, see L{Radio}.
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@rtype: Blender Radiosity
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@return: the radiosity object for this scene.
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@note: only the current scene can return a radiosity context.
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"""
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def getChildren():
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"""
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Get all objects linked to this Scene.
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@rtype: list of Blender Objects
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@return: A list with all Blender Objects linked to this Scene.
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@note: L{Object.Get} will return all objects currently in Blender, which
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means all objects from all available scenes. In most cases (exporter
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scripts, for example), it's probably better to use this
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scene.GetChildren instead, since it will only access objects from this
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particular scene.
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"""
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def getActiveObject():
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"""
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Get this scene's active object.
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@note: the active object, if selected, can also be retrieved with
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L{Object.GetSelected} -- it is the first item in the returned
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list. But even when no object is selected in Blender, there can be
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an active one (if the user enters editmode, for example, this is the
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object that should become available for edition). So what makes this
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scene method different from C{Object.GetSelected()[0]} is that it can
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return the active object even when no objects are selected.
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@rtype: Blender Object or None
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@return: the active object or None if not available.
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"""
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def getCurrentCamera():
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"""
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Get the currently active Camera for this Scene.
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@note: The active camera can be any object type, not just a camera object.
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@rtype: Blender Object
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@return: The currently active Camera object.
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"""
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def setCurrentCamera(camera):
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"""
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Set the currently active Camera in this Scene.
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@type camera: Blender Camera
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@param camera: The new active Camera.
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"""
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def link(object):
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"""
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Link an Object to this Scene.
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@type object: Blender Object
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@param object: A Blender Object.
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"""
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def unlink(object):
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"""
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Unlink an Object from this Scene.
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@type object: Blender Object
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@param object: A Blender Object.
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"""
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def getScriptLinks (event):
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"""
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Get a list with this Scene's script links of type 'event'.
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@type event: string
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@param event: "FrameChanged", "OnLoad", "OnSave", "Redraw" or "Render".
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@rtype: list
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@return: a list with Blender L{Text} names (the script links of the given
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'event' type) or None if there are no script links at all.
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"""
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def clearScriptLinks (links = None):
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"""
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Delete script links from this Scene. If no list is specified, all
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script links are deleted.
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@type links: list of strings
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@param links: None (default) or a list of Blender L{Text} names.
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"""
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def addScriptLink (text, event):
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"""
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Add a new script link to this Scene.
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Using OpenGL functions within a scene ScriptLink will draw graphics over the 3D view.
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There is an issue with the zoom of the floating panels also scaling graphics drawn by your scriptlink.
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This makes matching OpenGL graphics to mouse location impossible.
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Make sure that you use floating point for operations that you would usually use int functions for: glRasterPos2f rather then glRasterPos2i.
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The following example shows how you can use the OpenGL model view matrix to obtain the scale value.
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Example::
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from Blender import BGL
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view_matrix = BGL.Buffer(BGL.GL_FLOAT, 16)
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BGL.glGetFloatv(BGL.GL_MODELVIEW_MATRIX, view_matrix)
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gl_scale = 1/viewMatrix[0]
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# Now that we have the scale we can draw to the correct scale.
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BGL.glRect2f(10*gl_scale, 10*gl_scale, 110*gl_scale, 110*gl_scale)
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@type text: string
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@param text: the name of an existing Blender L{Text}.
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@type event: string
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@param event: "FrameChanged", "OnLoad", "OnSave", "Redraw" or "Render".
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"""
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def play (mode = 0, win = '<VIEW3D>'):
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"""
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Play a realtime animation. This is the "Play Back Animation" function in
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Blender, different from playing a sequence of rendered images (for that
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check L{Render.RenderData.play}).
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@type mode: int
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@param mode: controls playing:
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- 0: keep playing in the biggest 'win' window;
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- 1: keep playing in all 'win', VIEW3D and SEQ windows;
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- 2: play once in the biggest VIEW3D;
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- 3: play once in all 'win', VIEW3D and SEQ windows.
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@type win: int
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@param win: window type, see L{Window.Types}. Only some of them are
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meaningful here: VIEW3D, SEQ, IPO, ACTION, NLA, SOUND. But the others
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are also accepted, since this function can be used simply as an
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interruptible timer. If 'win' is not visible or invalid, VIEW3D is
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tried, then any bigger visible window.
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@rtype: bool
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@return: 0 on normal exit or 1 when play back is canceled by user input.
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"""
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